Kudos to the OP! This is a useful (and fun) variant of an Upper Bound test. All 4Xs, CCGs, maybe RPGs, and other games with pump-ups can benefit from this. Sometimes you can spot flaws this way that are not revealed in any other way. It also makes for great trivia questions and weekly contests :) What you're seeing is that GC3 productivity is exponential. If you live long enough to get past the bend in the curves, your upper bounds are ridiculously high.</p
Gilmoy
Is that the Dagwood Bumstead Midnight Snack Ship? It even looks like a sandwich ...
Probably they think it's overpowered to beeline for a tier 5 Ideology. Those are supposed to be game-breakers, so you should suffer more than that to get them. As for the UI possibly misleading you: It's A Beta. Many UI things are half-done and still evolving. Suspend judgment (while you agitate for change).
Real Men Draw Pictures With Their Extra Gems! RPGs (and fantasy 4Xs) generally lack the concept of a party-level equipment UI that allows for convenient redistribution of stuff. They all reduce to click-level interactions, which scales up poorly. Let mannequin denote a unit's torso-like layout of boxes, into which you can equip stuff. Diablo started it, and every RPG-like uses it now (including SK). An "ideal"
Yay: 1. Groups on the cloth map look ... like pieces in xian chi! (Chinese chess, child's version, using half the board and pieces "hidden" upside-down -- a mix of Concentration and Stratego) 2. Tandis's Poison Dart is oddly useful while he's at low levels. Free fire-and-forget damage at one back-rank enemy. I underestimated it until I actually took it. 3. Warrior's Spirits (+50 XP) counts all XP bonuses. Equip
1st game, still going. I crafted Cloak of Shadows for Tandis. It was his chest armor for several turns and a few fights. Then ... it vanished. It is not on any unit, nor in my inventory. It simply disappeared (and Tandis's chest armor slot was empty the next time I looked at it). I may have done a few Quit/Load iterations. The save file (I have only one) did have the Cloak in it at some point. I didn't notice any combat
I abuse this in a different way. You can teleport items from any unit to any other unit (anywhere on the map) instantaneously. In your global inventory, amass one pile of stuff sufficient to equip your largest group. As you select each group, have them equip from the pile. Move and fight with them. When that group is done, go back to them and have them unequip everything. Your rings and good armor can pay off this way once per g
I just saw this tonight. I grouped a Soldier with a Pioneer, and ran them along a road toward an outpost. A full horde of Skeletal Wanderers got onto the road behind me, and caught up. (I guess they get the road bonus, too!) I auto-resolved, and ... we won :)
Concur. I've trained 2 Soldiers (both started after Warrior's Aura was already in effect), and both emerged at level 1.
He should escape like Ran.
Well, I suppose you could game the Ideology trees by synchronizing your colonizers so that you gain a whackload of Ideology points in the same turn , thereby leaping over the points gap. For example, if the tier-2 cost is 33 and tier-3 is 45, then you lurk at 24 points by stalling 2 colonizers ... and then colonize 3 in the same turn to hit 54. See if that lets you unlock a tier-3 instead of a tier-2. It's a Beta. This is what w
We could rename it to ... "Merciless" [e digicons]:grin:[/e]
That's by design. Progress through ideology trees is breadth-first. You cannot save points and skip tiers. The bug is when you have insufficient points to unlock, but it thinks you do, which traps you. Probably a round-off error.
Currently, no. It's a known issue. Paul mentioned in a stream (~1 month ago) that shipyards should show something more appropriate.
Yes, it's a bug. Noted in 0.42 Beta 1, and evidently not yet fixed. (IIRC, it wasn't even enabled in 0.41.) Abuse it as much as you like until Beta 2.x [e digicons]XD[/e] Use it to speed up your ability to investigate new bugs deeper into the game, e.g. test whether ship defenses work. Beta 2 is now a bug hunt, and it's a target-rich environment.
I see these as "XML typo" class bugs, rather than engine/guts changes (code, font, etc). Pushing code changes is tough (and requires a major build and d/l). That's what Beta 2-411098 must be. Pushing new XML is easy. That's a hotfix patch, which they can do any time. They surely have a batch of XML fixes ready to go, but first they wanted us to find major crash bugs. Like launching a colonizer :) ok, we found one<
Beta 1 bugs that persist (not yet fixed). Not a big deal; probably deferred to Beta 3 or a 2.x patch. [_] Black holes still twinkle through Fog of War. (Huge map) [_] Planet Approval: discrepancy of cornerbar to sidebar is still (up to) -1% low (which causes the Planet Manage screen to miss the proper approval bonus tier). Old bugs (that may not have gotten attention): </stro
Beta 2 = Ver 0.50, BuildId 411098. Released Thu 10/16 ~13:16 EDT. Yaay!
Properties | Local Files - BuildId 411098 . Ver. 0.50, Beta 2!
The Day of the Triffids is one of the great little sf books, and a truly dire Hollywood movie. Greatness of book: Triffids learn(!) to herd blind humans . i.e. it's all about population and farms, and they're the farmers[e digicons]:pout:[/e] we're food The triffids don't-lose. In GC3 terms, your 8 nearest neighbors' invasion fleets are packed 6-deep around your last planet, you're not-that-close to
Actually, those are three open-braces. They are rendered in 3D, they have just emerged from the jump gate, and they are moving toward you. They look foreshortened because you are very, very close to them.
I liked using the Jandor's set (Saddlebags + 2 others?) for bonus uncolored mana for my Fast Colossi of Sardia deck , with 9/9 Trample each. Durn AIs always crumbled before I got 3 in play ... And some permanent-removal to kill Aladdins. I hate Aladdins. More deeply, it is fun to spot an opportunity, design, build, and play a clockwork combination, and see it work the way you intended (or nearly so). I loved it w
Oddly enough, it was that very review that made me commit to buying SK [e digicons]:sun:[/e] Too much hyperbole to really convince. It came across as having a bone to pick. Anyways, I judge for myself. Regarding "Pass" not being a "Wait" command, it's perfectly consistent with Stardock's "queueless" turn mechanism (which does seem to be universal, but that's their prerogative). Many turn-based games give you a set of units
I'm, um ... getting work done. I wrote a draft. I watered a plant. I watched a total lunar eclipse (and saw Uranus as a small blue-green disk in my 12.5"). I cloned my vorpalized HD (you hear a high-pitched whine) onto an SSD, thereby rescuing my GC3 Excel macros. I will soon buy into the Sorcerer King early access deal for -15%. Beta 1 reports and complaints of all sorts seem to have tapered off. We're all saving up time blocks for
I think the OP means "trades" as in diplomatic bartering for techs/planets/open borders and stuff, not "trade routes". He wants Lord Kona to list prices for everything, like a shopkeeper in an RPG, so that we can shave the margins closer without tedious trial-and-error. Actually, that sounds like a legitimate function of a society's diplomatic corps: knowing, or guesstimating, what values an alien culture places on various commodities. They should brief you with their